Baseball card game

ABSTRACT

A baseball card game for play by two players or two player groups is described. It is comprised of two card sets of a predetermined identical number of pitch cards and one card set of offensive action cards and one card set of defensive action cards. The pitch cards have two categories, one based on ball speed and the other on ball trajectory. Both sets of pitch cards have identical pitch selections. The cards in the card set of offensive action cards include an identification on a play action surface thereof of offensive plays of the game of baseball. The card set of defensive cards include an identification of defensive plays on a play action surface thereof that overrule offensive plays. The pitch cards require a conscience play selection strategy of individual pitches by the two players or two player groups during a pitching sequence. The offensive and defensive action cards require a strategic play selection depending on cards held by the two players or two player groups in relation to game situation.

TECHNICAL FIELD

The present invention relates to a baseball card game for play by twoplayers or two player groups and which re-creates, almost exactly, bythe use of specifically designed playing cards, the pitch sequence andoffensive and defensive play situations which occur in a regularbaseball game.

BACKGROUND ART

Several patents have issued for baseball games including the use ofcards, dating back to the early 1900's. Examples of such card games areexemplified by U.S. Pat. Ser. Nos. 5,762,337, 5,522,590 and 4,822,043.However, these games do not require conscience play selection strategyby players for the pitching sequences as well as defensive and offensiveaction plays. They do not simulate a real game situation between twoteams and wherein the results of the game plays are unknown until itactually happens. Most known baseball card games use predeterminedsequences, involving a game board, spinners and one dice and thereforethe game is not based on individual players strategy but often based onchance. These games are also not adequate to be used as a teachinginstrument to teach young and novice baseball players the intricacies ofoffensive and defensive strategies occurring in a regular baseball gameas well as pitching strategy based on different types of pitches.

SUMMARY OF INVENTION

It is a feature of the present invention to provide a unique baseballcard game which re-creates, as closely as possible, all pitching,offensive and defensive situations occurring in a regular baseball game,and which can be played in a regular domestic setting, but which is alsoportable and compact, in such a way that it can be played without a gameboard.

It is another feature of the present invention to provide a game whichmirrors all of which happens in a regular baseball game, not onlyutilizing all baseball related pitching, offensive and defensivesituations, but also a calculated ratio of those situations, thus addinga greater degree of verasimulitude.

It is a further feature of the present invention to provide a baseballcard game for entertainment and also as an instructional tool to teachyounger and more novice players the intricate offensive and defensivestrategies occurring in a regular baseball game.

It is a still further feature of the present invention to provide abaseball game void of dice, spinners or any other random indicator ofany kind, but rather a baseball game which utilizes a maximum ofstrategy and baseball knowledge and a minimum of luck or random cardplay to decide the final outcome.

Another feature of the present invention is to provide a method ofplaying a baseball card game by two players or player groups and whichsimulates a real game of baseball.

According to the above features, from a broad aspect, the presentinvention provides a baseball card game for play by two players or twoplayer groups. The card game comprises two card sets of a predeterminedidentical number of pitch cards and one card set of offensive actioncards and one card set of defensive action cards. Means is provided toindicate the occurrence of a player “out”. Means is also provided toindicate “on-base” runner position and movement. Each set of pitch cardshas a minimum of two different pitch categories identical on a playaction surface of the pitch cards. One of the categories is based onball speed and the other category is based on ball trajectory. Each cardset of pitch cards further has identical pitch selections. The cards inthe card set of offensive action cards include an identification, on aplay action surface thereof, of offensive plays of the game of baseball.The card set of defensive cards includes an identification of defensiveplays, on a play action surface thereof, that overrule offensive plays.The pitch cards require a conscience play selection strategy ofindividual pitches by the two players or two player groups, during apitching sequence. The offensive and defensive action cards require astrategic play selection depending on cards held by the two players ortwo player groups in relation to game situation.

According to a still further broad aspect of the present invention thereis provided a method of playing a baseball card game by two players ortwo player groups to simulate a real game of baseball and using cardsets as defined in the preceding paragraph. The method comprisesdetermining which of the two players or two player groups is anoffensive or defensive player for the start of the card game. Theplayers then proceed with the pitching sequence by each player or playergroup selecting a card from their respective card set of pitch cards,simultaneously, and thereby simulating a pitcher/hitter confrontation.The offensive player or player group attempts to get hits, walks andrunners on base to score runs. The defensive player or player groupattempts to get strikes and base running “outs” and three outs to end aninning. The method further comprises the playing of offensive anddefensive action cards from a deck of a predetermined number of actioncards held by each player, sequentially, after a first pitch card isplayed in an attempt to overrule a last played pitch card of thepitching sequence until the last offensive player or player group is“out” or gets on base. The method further comprises recording theoccurrence of the offensive player being “out”. The method furthercomprises recording base runner position and movement. After an inning,the positions of the two players are switched from defensive tooffensive and vice-versa. At a predetermined event, the defensive andoffensive action cards are regathered and shuffled in their respectivedecks and a predetermined number of defensive and offensive action cardsare selected by the defensive and offensive designated player or playergroup and they then proceed to a secod inning of play.

BRIEF DESCRIPTION OF DRAWINGS

A preferred embodiment of the present invention will now be describedwith reference to the accompanying drawings in which:

FIG. 1 is a plan view of an optional game board that can be used withthe baseball card game of the present invention;

FIG. 2 is a plan view of a top surface of a pitch card which identifiesa first player or first player group;

FIG. 3 is a plan view of a play action surface of a pitch cardillustrating information carried by a pitch card, herein a particularpitch in a first category of pitches;

FIG. 4 is a plan view, similar to FIG. 2, illustrating a second set ofpitch cards for a second player or a second player group;

FIG. 5 is a plan view illustrating a particular pitch in a secondcategory of pitches;

FIG. 6 is a plan view of the top surface of an offensive action cardset;

FIGS. 7 to 10 are plan views of offensive action card sets illustratingdifferent play actions surfaces;

FIGS. 11 to 22 are plan views of offensive action card sets illustratingplay action surfaces thereof with all offensive plays taking place in aregular baseball game;

FIG. 23 is a plan view of the top surface of the defensive action cardset;

FIGS. 24 to 27 are plan views of play action surfaces of defensiveaction cards showing overruling plays on the defensive side of abaseball game;

FIGS. 28 to 39 are plan views of the play action surfaces of thedefensive action cards;

FIG. 40 is a plan view of the top surface of the out cards;

FIG. 41 is the play action surface of the card of FIG. 40;

FIGS. 42 and 43 are plan views of the play action surface of the othertwo out cards;

FIGS. 44 to 49 are plan views of the play action surface of the on-basecards;

FIG. 50 is a plan view illustrating a typical graphics view of a topsurface of a defensive card; and

FIGS. 51 and 52 are plan views of the play action surface with pictorialgraphic illustrations and printed information of play action situations.

DESCRIPTION OF PREFERRED EMBODIMENTS

Referring to FIG. 1, there is shown at 10 a game board which may be usedwith the baseball card game of the present invention. However, it ispointed out that the card game can be played without the game board 10.The game board 10 has a playing surface 11 which has printed thereon abaseball diamond 12 having a home plate 13, a first base 14, a secondbase 15 and a third base 16. Also printed on the board are designationsfor the placement of card sets and these are identified by referencenumerals 17. Base runner markers 18 are also provided and they aredisplaceable about the diamond on the bases to indicate the position ofa player on base. A further marker 19 may designate a batter player.

With reference now to FIGS. 2 to 5, there is shown examples of pitchcards 20 in two identical sets of pitch cards. Each set is color-codedto differentiate one set from the other. Of course, instead of a coloridentifying one set from the other, the identification of the sets couldbe done by other types of designations such as logos, etc. Each set ofpitch cards 20 has five different pitches which are divided into aminimum of two categories, herein one of the categories based on ballspeed, such as card 21 (FIG. 3) and the other category based on balltrajectory, such as card 22 (FIG. 5). Each of the two players or twoplayer groups is provided with five identical pitch cards, three ofwhich are based on ball speed including three different types ofpitches, a first type being a “fast ball outside”, a second type being a“fast ball inside” and a third type being a “slider”. The pitch cardsbased on ball trajectory include two different types of pitches, a firsttype being a “slow curve” and a second type being a “change-up”. FIGS. 2and 4 display the top surface of these cards, different only by color,and FIGS. 3 and 5 display the play action surfaces 21′ and 22′ of thecards which contain printed information as well as other subject matterwhich is better illustrated by FIGS. 51 and 52 and which will bedescribed later.

With reference to FIGS. 6 to 39, the baseball card game of the presentinvention further comprises one card set 23 (FIG. 6) of forty offensiveaction cards and one card set 26 (FIG. 23) of forty defensive actioncards. Examples of the set of offensive action cards are illustrated byFIGS. 7 to 22 and the set of defensive action cards is illustrated byFIGS. 24 to 39. The top surfaces of the offensive action cards 23 alsohave graphics and a color designation, one for the offensive player andone for the defensive player, (see FIG. 50.

As shown in FIG. 40, “out” cards 24 are also provided and these comprisethree cards, as illustrated by FIGS. 41 to 43. These cards indicate afirst, second and third out making the completion of an inning. FIG. 40indicates the top surface of the out card and FIGS. 41 to 43 the backsurface thereof.

In addition to the board game 10, if one is provided, the invention alsoincludes “on-base” cards 25 illustrated by FIGS. 44 to 49. These cardscan be used instead of the game board thereby making the game much moreportable and compact. These cards 25 are turned over as the runners movefrom first to second and third base.

Following is a list of offensive action plays and defensive action playsthat are found in the decks of offensive action cards 23 and defensiveaction cards 26. As mentioned hereinabove there are forty cards in eachof these action card sets.

OFFENSIVE ACTION CARDS DEFENSIVE ACTION CARDS Home-run (FIG. 11) Supercatch (FIG. 28) Triple (FIG. 12) Ground out (FIG. 29) Double (FIG. 13)Fielder's choice (FIG. 30) Single (FIG. 14) Double play (FIG. 31)Squeeze play (FIG. 15) Pick-off at 1^(st) (FIG. 32) Error (FIG. 16)Pick-off at 2^(nd) (FIG. 33) Error + xtra. base (FIG. 17) Pick-off at3^(rd) (FIG. 34) Double steal (FIG. 18) Great throw (FIG. 35) Stolenbase (FIG. 19) Out at home (FIG. 36) Stretch (FIG. 20) Intentional walk(FIG. 37) Sac fly (FIG. 21) Pitching change (FIG. 38) Sac bunt (FIG. 22)Caught Stealing (FIG. 39) Hit by pitch (FIG. 9) Foul tip (FIG. 24) Wildpitch (FIG. 10) Called strike (FIG. 25) Checked swing (FIG. 8) Greatscoop (FIG. 26) Foul ball (FIG. 7) Great scoop + pickoff (FIG. 27)

The following is a description, by way of examples, of the variousaspects of the baseball card game of the present invention. It describesthe pitching sequence, the identification and function of auxiliarypitch cards, and the play action of the offensive and defensive actioncards 23 and 26, respectively. As well there is described the nine basicrules of the present invention as well as game play situations specificto the baseball card game of the present invention. It is also notedthat in the following description reference is made to Player 1 andPlayer 2 but it is to be understood that this game can also be played bytwo groups of two or three people forming Player 1 and a similar groupforming Player 2 whereby the card selection decisions are made by aconsensus of players in each group.

The “PITCHING SEQUENCE”

The baseball card game of the present invention is the only baseballcard game featuring two distinct sequences, pitching/hitting, followedby base-running/defense. Each player chooses each pitch, trying to pickup pitching patterns and out-think the opponent in order to get strikes,balls, hits and walks. The present invention is not a series of randomlychosen cards. The “PITCHING SEQUENCE” is a carefully calculated seriesof choices by both players as they try to outwit each other. It exactlyduplicates the classic baseball pitcher/hitter confrontation. Forexample, a player must try to anticipate if the other player chooses acard identified as a “NASTY SLIDER” or a “SLOW CURVE”?

The following lists the two categories of pitches. The play actionsurfaces of these cards also have a color identification of thecategories.

POWER PITCHES (RED) OFFSPEED PITCHES (BLUE) FASTBALL INSIDE (FIG. 3)SLOW CURVE (FIG. 5) FASTBALL OUTSIDE CHANGE-UP NASTY SLIDER

Both players take their five “PITCH CARDS” 20, holding them in “poker”fashion. Both players choose one card and throw them down at the sametime, play action surface up on the board. If both cards are in the samecategory, but not the exact same pith, (e.g. −FASTBALL INSIDE+NASTYSLIDER), it is a BALL. However, if Player 1's pitch is in the “powerpitch” category (FASTBALL INSIDE) and Player 2's pitch is in the“offspeed pitch” category (SLOW CURVE), it is a STRIKE. If both playerschoose and throw down exactly the same card (e.g. −SLOW CURVE+SLOWCURVE), it is a HIT and players then proceed to thehitting/base-running/defense sequence. Players pick up their cards aftereach pitch, and try to out-guess their opponent. They choose anothercard and throw it down, with the defense trying to get strikes and threeouts to end the inning and the offense trying to get hits, walks andrunners on base to score runs.

The following is an example of a pitching sequence.

Example 1 Pitching Sequence Break-Down

Player 1 (Pitcher) Player 2 (Batter) fastball inside (red) + fastballoutside (red) = Ball one Slow curve (blue) + Nasty slider (red) = Strikeone Change-up (blue) + Slow curve (blue) = Ball two Fastball inside(red) + Change-up (blue) = Strike two Slow curve (blue) + Change-up(blue) = Ball three Fastball outside (red) + Fastball outside (red) =HIT!

In the OFFENSIVE and DEFENSIVE action card decks there are seven cardswhich can be played only after certain pitches during the “PITCHINGSEQUENCE”, and can greatly affect the outcome of any player at-bat. Theyare “HIT BY PITCH”, “CHECKED SWING”, “CALLED STRIKE”, “PASSED BALL”,“GREAT SCOOP”, “GREAT SCOOP N″PICK-OFF”, “FOUL BALL”and “FOUL TIP”.These cards can be played immediately after the game's first pitch (HITBY PITCH—can be played after the first BALL thrown) and throughout thegame depending on the situation. They are used by the OFFENSE player atthe hitter's discretion in an attempt to avoid a strike-out (FOUL TIP),get a base on balls (CHECKED SWING), or to advance runners (WILD PITCH),and are used by the DEFENSE player to over-rule them. To find outexactly how these cards are used, a player can consult the “PITCH CARDSECTION” in a “CARD REFERENCE BOOKLET” which contains the rules.

Example 2 Auxiliary Pitch Card —(Offensive and Defensive Action Cards

GAME SITUATION—The pitch count is 3 BALLS and 2 STRIKES.

-   1. Player 1 (Pitcher) throws FASTBALL INSIDE (Red)—Player 2 (Batter)    throws SLOW CURVE (Blue)=STRIKE 3.-   2. Player 2 then throws, from his DEFENSIVE ACTION CARDS, the    CHECKED SWING. STRIKE 3 becomes BALL 4.-   3. Player 1 then throws, from his OFFENSIVE ACTION CARDS, the CALLED    STRIKE. Batter is OUT.

Auxiliary Pitch Cards—List and Function

HIT BY PITCH (FIG. 9) May be played after the first (Color - gray) pitchof the game during the pitching sequence but only if the pitch is aBALL. Cannot be over-ruled. Batter goes to first base and a new batterand new pitching sequence begins. CHECKED SWING (FIG. 8) Played onlyafter a STRIKE. (Color - Dark blue) STRIKE becomes a BALL. With a fullcount, (3 balls-2 strikes)STRIKE THREE becomes BALL FOUR. Over-ruled by“CALLED STRIKE” - remains a STRIKE. CALLED STRIKE (FIG. 25) Over-rules“CHECKED SWING”. (Color - Dark blue) After a STRIKE, if offense plays“CHECKED SWING”, defense may play the “CALLED STRIKE” card. STRIKE callstands and the pitching sequence continues. WILD PITCH (FIG. 10) Usedonly after a BALL. All (Color - dust gray) base runners advance one baseand pitching sequence continues. Over-ruled by “GREAT SCOOP” card. Allbase runners hold. Also over- ruled by “GREAT SCOOP/PICK- OFF” card. Allbase runners hold and lead runner is OUT. GREAT SCOOP (FIG. 26)Over-rules “WILD PITCH”. If (Color - dust gray) the player on offenseplays the “WILD PITCH” card and advance base-runners, the defense playermay then play the “GREAT SCOOP” and all runners must hold their basesMoreover, if the defense player plays the ‘GREAT SCOOP AND PICK-OFF”,all runners hold, the lead runner is OUT and the pitching sequencecontinues. GREAT SCOOP + PICKOFF Over rules ‘WILD PITCH”. If (FIG. 27)offense plays the “WILD (Color - dust gray) PITCH” card to try andadvance a base runner, the defense player may then play the GREATSCOOP + PICKOFF. All base-runners must hold and lead base-runner is OUTon the play. FOUL BALL (FIG. 7) Used by the offense player (Color -lavender) ONLY after a STRIKE. STRIKE is overruled and PITCH COUNTremains the same. Used with two strikes to prolong an at- bat situationin an attempt to get a hit or a walk. Overruled by “FOUL TIP” card. On athird strike the batter is OUT. FOUL TIP (FIG. 24) Overrules “FOULBALL”. If (Color - lavender) offense plays the “FOUL BALL” card on athird strike, the defense may then play the “FOUL TIP” card and thebatter is retired on strikes.

Example 3 “HIT BY PITCH”

GAME SITUATION—The player has a runner on 1^(st) base with one OUT.PITCH COUNT is 1 BALL and 2 STRIKES.

-   1. On the next pitch which is deemed BALL 2, the offence player    plays the “HIT BY PITCH” card and sends a runner to 1^(st) base.-   2. The runner that was on 1^(st) moves to 2^(nd) base and a new    batter hits with the PITCH COUNT at 0 BALLS—0 STRIKES.

Example 4 “Wild Pitch”—Great Scoop-Pickoff”

GAME SITUATION—The offense player has a runner on 2^(nd) base with twoouts. PITCH COUNT is 2 BALLS and 2 STRIKES.

-   1. On next pitch, which is BALL 3, the offence player plays the    “WILD PITCH” card, attempting to send the runner on 2^(nd) base to    3^(rd) base.-   2. The defense player then plays the “GREAT SCOOP+PICKOFF” card.    Base runner is OUT at 3^(rd) base and the inning is over.

This is the end of the cards which are directly used in the pitchingsequence. The balance of cards in the OFFENSIVE and DEFENSIVE decks arealso used during the PITCHING SEQUENCE, and may be used after any pitchat each player's discretion and individual card rules. The onlystipulation is players must wait a minimum of one pitch following a hitand between base-running plays before executing a subsequent play. Thisis fully explained hereinbelow.

Section 4. Offensive/Defensive Action Cards (Infield-Batting Practice)

Whenever possible, OFFENSIVE and DEFENSIVE ACTION CARDS are color-codedfor easy identification and explanation. For example, the “STOLEN BASE”card is brown, as is the “CAUGHT STEALING” card which over-rules it. The“SINGLE” card is blue as are the two cards which may be used toover-rule it, depending on the base-running situation (“GROUND OUT”—outat 1^(st), or “FIELDER'S CHOICE”—out at 2^(nd)) All cards have aBASE-RUNNING DIAMOND on the upper left-hand side, which illustrateswhether, by playing the card, the batter/runner is safe or out. Thesmall green squares (such as 48 in FIG. 51) mean SAFE when the card isplayed and the red squares (not shown in FIGS. 51 and 52) mean thebatter/runner is OUT. Except for the ALL HIT CARDS, which must be playedafter a HIT, all other cards are played at each player's discretiondepending on individual strategy. The only stipulation is, with theexception of the “STRETCH” and “ERROR” cards, players must wait aminimum of one pitch between each base-running play. Therefore, forexample, the OFFENSE player may not play a “SAC BUNT” immediatelyfollowed by a “STOLEN BASE”. For a complete list of all cards and whatthey do, the player consults the OFFENSIVE AND DEFENSIVE ACTION CARDsection in the CARD REFERENCE BOOKLET, and such is listed in thefollowing Table.

DEFENSIVE ACTION OFFENSIVE ACTION CARD CARD RESULT OF PLAY SINGLE GROUNDOUT AT Batter is out at (FIG. 14) (Blue) FIRST 1st base. (Safe (FIG. 29)(Blue) on “ERROR”). On- base runners advance one base. SINGLE (Blue)FIELDER'S CHOICE Runner is out at (FIG. 30) (Blue) 2^(nd) base (Safe on“ERROR”). Batter is safe at 1^(st) base. On-base runners advance onebase. DOUBLE Cannot be over- Batter (FIG. 13) (Red) ruled automaticallygoes to 2^(nd) base. On- base runners advance two bases. TRIPLE Cannotbe over- Batter auto- (FIG. 12) (Green) ruled matically goes to 3^(rd)base. On-base runners score. HOME-RUN SUPER CATCH Batter is out. (FIG.11) (Purple) (Purple) All base-runners hold. “SUPER CATCH” is over-ruled by “ERROR”. Home-run becomes a triple. All runners score. STOLENBASE CAUGHT STEALING Runner is out. (FIG. 19) (Brown) (Brown) FIG. 39)(Safe on “ERROR”). DOUBLE STEAL CAUGHT STEALING Lead runner is (FIG. 18)(Gray) (Brown) out, batter safe at 1^(ST) base (ERROR - Runner out atsecond, safe at first). SAC BUNT Cannot be over- Can be played only(FIG. 22) (Olive ruled on STRIKE call. green) Offense gives up one outto advance runner on 1^(st) and/or 2^(nd), one base. SAC FLY Cannot beover- Can be played only (FIG. 21) (Cyan ruled on STRIKE call. blue)Offense gives up one out to advance runner on 2^(nd) or 3^(rd) base.Only lead runner advances on play. SQUEEZE PLAY OUT AT HOME (FIG. Runneris out at (FIG. 15) 36) (Turquoise) home (Safe on (Turquoise) “ERROR”).BATTER AUTOMATICALLY GOES TO 1^(st). STRETCH (FIG. 20) GREAT THROWBatter or lead (Mint Green) (FIG. 35) (Mind runner is out Green) tryingfor an extra base. (Safe on “ERROR”). If DEFENSE cannot make a playafter a HIT, the “STRETCH” may ONLY be played at this point. Over-ruledby “GREAT THROW”. Runner is OUT. ERROR (FIG. 16) Cannot be over- “ERROR”over-rules Yellow ruled “GROUND OUT”, “FIELDER'S CHOICE”, “CAUGHTSTEALING”, all “PICK-OFF” CARDS, “OUT AT HOME”, “GREAT THROW:, “SUPERCATCH” (Home-run becomes a TRIPLE) and DOUBLE-PLAY” (Runner out at2^(nd)- safe at 1^(st) ERROR + XTRA BASE Cannot be over- Cannot beplayed (FIG. 17) (Yellow) ruled alone. CAN ONLY BE PLAYED WITH “ERROR”card. All runners advance one base on play. DOUBLE PLAY Over-rules (FIG.31) (Dark “SINGLE” card with gray) a runner on 1^(st). Retires runnergoing to 2^(nd) and batter going to 1^(st) on SINGLE. “ERROR” card -Runner OUT at 2^(nd) but SAFE at 1^(st). PICK-OFF AT 1^(st) Playedanytime (FIG. 32) (Gray) after first pitch during PITCH COUNT. Runner isOUT at 1^(st) base. “ERROR” card - runner is safe at 1^(st) base.PICK-OFF AT 2^(nd) Played anytime (FIG. 33) (Gray) after fist pitchduring PITCH COUNT. Runner is OUT at 2^(nd) base. “ERROR” card - runneris SAFE at 2^(nd) base. PICK-OFF AT 3^(rd) Played anytime (FIG. 34)(Gray) after first pitch during PITCH COUNT. Runner is OUT at 3^(rd)base. “ERROR” card - runner is SAFE at 3^(rd). INTENTIONAL WALK Playedanytime (FIG. 37) (Light during PITCH gray) COUNT. Batter auto-maticallygoes to 1^(st) base. PITCHING CHANGE Played anytime (FIG. 38) duringPITCH COUNT and anytime during the game. BUT, may only be played ONEtime during the first five innings.

Example 5 Offensive-Defensive Action Cards—Stolen Base/CaughtStealing/Error Cards

GAME SITUATION—The OFFENSE player has runner on 1^(st) base with oneOUT. PITCH COUNT is 2 BALLS-1 STRIKE

-   1. On the next pitch, which is STRIKE 2, the OFFENSE player plays    the STOLEN BASE card in an attempt to send the runner on 1^(st) base    to 2^(nd) base, thus avoiding both the FIELDER'S CHOICE and the    DOUBLE PLAY.-   2. The DEFENSE player plays the CAUGHT STEALING card. Runner is OUT    on the play.-   3. The OFFENSE player plays the ERROR CARD. RUNNER is safe on the    play. PITCH COUNT continues 2 BALLS-2 STRIKES.

Example 6 Offensive and Defensive Action Cards—Single/Fielder'sChoice/Error Cards

GAME SITUATION—The OFFENSE player has runners on 1^(st) and 3^(rd) basewith one OUT. PITCH COUNT is 2 BALLS-1 STRIKE.

-   1. On pitch the OFFENSE player gets a HIT. The only HIT card he has    left is a SINGLE. The OFFENSE player plays SINGLE card sending the    batter to 1^(st) base, the runner on 1^(st) base to second base on    the play and the runner on 3^(rd) base home to score.-   2. The DEFENSE player plays the FIELDER'S CHOICE card. Runner scores    from third. Runner is OUT at 2^(nd) base and SAFE at 1^(st) base.-   3. The DEFENSE player now has two OUTS. OFFENSE now has a runner at    2^(nd) The PITCHING SEQUENCE starts again with a new batter.

The Nine Basic Rules

-   1. “HIT” cards MUST be played! If you get a hit during the “PITCHING    SEQUENCE” and you have a “HIT” card in your OFFENSIVE hand, it must    be played. While all “HIT” cards, (“HOME-RUN”, “TRIPLE”, “DOUBLE”,    “SINGLE”, “SQUEEZE PLAY”) can be played at each player's discretion,    and in any order, the “HIT” must be played.-   2. If you get a “HIT” during the “PITCHING SEQUENCE” and do NOT have    a “HIT” card, you must MUST discard one card and draw a new card    from the top of the OFFENSIVE CARD deck. If this is a “HIT” card, it    MUST be played immediately. If it is not a “HIT” card, is awarded an    AUTOMATIC SINGLE. But no player may draw for the offensive deck if    he holds a “HIT” card in his hand.-   3. All “HITS” are “station to station”. Runners advance one base on    a “SINGLE”, two bases on a “DOUBLE”, and three on a “TRIPLE”.-   4. If the OFFENSE player discards one card because they do not have    a “HIT” cards the defense player must also discard one card and draw    a new card from the top of the DEFENSIVE deck before making their    defensive play. This card may be played, if applicable, or any other    card they hold in their hand.-   5. Players must always wait a minimum of one pitch following the    play of a HIT before executing any other base-running play and a    minimum of one pitch between each subsequent play. The only    exceptions are the “STRETCH” and “ERROR” cards. (see CARD REFERENCE    BOOKLET).-   6. At the end of each half inning, the OFFENSE player puts its    offensive cards to one side, takes its defensive cards, now that he    is on the defense, and may discard and draw new cards, with the    defense player doing the same. Both players must keep a minimum of    two cards in their hands and may discard and draw up to five new    cards, for a total of seven at the beginning of each half inning.-   7. During play sequence, if the OFFENSE or DEFENSE cards total falls    to three, the player must draw one card from the deck to always    remain at a minimum of four cards. in this case, the opposing side    does not draw a card.-   8. The OFFENSE player always shuffles the DEFENSIVE ACTION CARDS and    the DEFENSE player always shuffles the OFFENSIVE ACTION CARDS at all    times during the game.-   9. The DEFENSE player always has play priority over the OFFENSE    player when executing all base running plays during the PITCHING and    BASE-RUNNING SEQUENCES. Therefore, if the OFFENSE player has a    runner on 1sr base and wishes to play either the “STOLEN BASE”, “SAC    BUNT” or “WILD PITCH” but the DEFENSE player wants to play the    PICK-OFF AT 1 ^(st)″, the DEFENSE player has priority. The same rule    holds true if the OFFENSE player has a runner on 3^(rd) base and    wishes to play either the “SAC FLY” or the “SQUEEZE PLAY” card, and    the DEFENSE player wishes to play the “PICK-OFF AT 3^(RD)”, The    DEFENSE player over-rules the play and the runner is OUT at third    unless the OFFENSE player plays the “ERROR”″ card. It is the    responsibility of the OFFENSE player to ascertain whether the    DEFENSE player wishes to make a play, and then make their play    accordingly.

Batter Up!

The present invention simulates almost exactly the game of baseball,revolving around pitching, hitting and base running strategy. Playerswith a greater knowledge of the intricate workings of the game willcatch on very quickly—the importance of using the SAC BUNT card withless than two out to move a runner from first to second base, thusavoiding the FIELDER'S CHOICE and the “DOUBLE PLAY”, is a classicexample. The players must take a bit of time to study the OFFENSIVE andDEFENSIVE ACTION CARD decks. Each card's primary function is explainedin every card, all cards are color-coordinated if possible, and allcards are fully explained in detail, with game situations (see FIGS. 51and 52), in the CARD REFERENCE BOOKLET.

-   1. Shuffle the OFFENSIVE and DEFENSIVE ACTION CARD decks and place    them on their designated positions on the game board 10.-   2. Each player cuts one card from the OFFENSIVE ACTION CARD deck.    The higher of the two cards will determine who takes HOME FIELD and    bats second (Player 2). Please consult SECTION 2 (THE LINE-UPS) to    determine which card is higher, as the cards are listed there in    order.-   3. Player 1, now on OFFENSE, takes the five PITCH CARDS marked    Player 1. Player 2, now on DEFENSE, takes the five PITCH CARDS    marked Player 2.-   4. Player 1 takes the DEFENSIVE ACTION CARD deck, shuffles the    cards, and deals seven cards to Player 2. Player 2 takes the    OFFENSIVE CARD DECK and deals seven cards to Player 1.-   5. Both players pick up their cards, study them, plan their    strategies, put them down, pick up their PITCH CARDS, and begin the    PITCHING SEQUENCE.-   6. After the first pitch, all OFFENSIVE and DEFENSIVE CARDS are now    in play. For example, if Player 1 holds the “HIT BY PITCH” card, he    may play it during the PITCH SEQUENCE, but ONLY if the pitch is a    BALL, and send the batter to first base. Once there is a runner on    base, cards such as “STOLEN BASE”, “WILD PITCH” or “SAC BUNT” can be    used to advance the base runner, thus avoiding the DEFENSE'S use of    the “FIELDER'S CHOICE” or “DOUBLE PLAY” if the next hit is a    “SINGLE”. However, as in baseball, these plays sometimes result in    outs, with the DEFENSE countering with the “CAUGHT STEALING” or the    “GREAT SCOOP” cards.-   7. The PITCHING SEQUENCE continues with Player 1 trying to get hits,    walks and score runs, and Player 2 trying to get strikeouts or base    running outs until three outs are recorded. Then, Player 2 steps up    to bat.-   8. After three outs, Player 2 now becomes OFFENSE and Player 1 now    takes the field and plays DEFENSE. Player 1 puts their unused    OFFENSIVE ACTION CARDS to one side for the next inning and Player 2    does the same with their unused DEFENSIVE ACTION CARDS. Player 1 now    gathers up all remaining cards in the OFFENSIVE ACTION CARDS on the    XTRA INNINGS board, shuffles them, and deals seven OFFENSIVE ACTION    CARDS to Player 2. Player 2 gathers up all remaining DEFENSIVE    ACTION CARDS and deals seven DEFENSIVE ACTION CARDS to Player 1.-   9. The PITCHING SEQUENCE begins again, with Player 2 now trying to    get hits and score runs, as Player 1 now tries to get three outs.

Section 7. The Top Of The 2^(nd)

Both players put their remaining unplayed ACTION CARDS from theirOFFENSIVE and DEFENSIVE hands to one side. All remaining OFFENSIVE andDEFENSIVE ACTION CARDS are gathered up, shuffled and placed, face-downon their respective dug-outs. The OFFENSE player always shuffles theDEFENSIVE ACTION CARDS and vice versa throughout the game. Both theOFFENSE player and the DEFENSE player may now discard and draw new cardsfrom the top of the OFFENSIVE and DEFENSIVE ACTION CARD decks. Bothplayers must keep a predetermined minimum number of two cards in theirrespective hands but may discard the rest and redraw if they wish to doso. At the beginning of each half inning, both players must have apredetermined number of cards in the hand. This discarding procedurecontinues each half inning throughout the game. The PITCHING SEQUENCEbegins again.

Section 8. The Bottom Of The 5^(th) (The Early Stretch)

One time during the game, at the end of the 5^(th) inning, both playersmust throw in all their OFFENSIVE and DEFENSIVE ACTION CARDS. Both decksare re-shuffled, seven cards are dealt out to the Offensive side, sevencards are dealt to the Defensive side and the game continues on. This isdone to prevent the holding of the best cards, thus forcing both playersto use them or lose them after five innings of play.

Section 9. (The Bullpen)

There is provision in the game to go to the Bullpen and bring in aRelief Pitcher. One time during the first Five innings, each player canmake a pitching change. This is done by using the “PITCHING CHANGE” cardin the DEFENSIVE ACTION CARD deck if you have it in your hand. Playersmust say “Time out, I want to make a pitching change”, and throw thecard down. This can be down at any point during the game, but only onceduring the first five innings. Doing this allows the player to keep twocards in its hand and discard and draw up to five new cards from the topof the DEFENSIVE ACTION CARD deck to hopefully help you get out of ajam. After the fifth inning both players may change their pitchers asoften as they like, providing they have the “PITCHING CHANGE” card intheir DEFENSIVE ACTION CARDS.

Section 10. The Nervy 9^(th)

At the top of the ninth inning, if the defensive player (hometeam) isleading the game by three runs, he must select a pitch from the five“PITCH CARDS” and, not telling the OFFENSE (visiting team) what it is,and put it to one side before beginning the “PITCHING SEQUENCE”. TheDEFENSE (hometeam) must try to register three outs using only fourpitches, with the OFFENSE (visiting team) trying to figure out whatpitch has been put aside in an attempt to come back from behind and tieor take the lead going into the bottom of the ninth.

If the visiting team manages to come back in the top of the ninth inningand takes the lead by three runs, then he must now put aside a “PITCHCARD”, thus giving the home team a chance to come back and win the gameor tie it up and send it into extra innings. If the game ends up tiedafter nine innings, both players go into the tenth and subsequentinnings using all five pitches until an eventual winner is decided.

With reference now to FIG. 50 there is shown the top surface 41 of alldefensive cards 40 in a defensive deck. These cards have a colorrendition to differentiate them from offensive action cards. They canalso contain a name logo 42. FIGS. 51 and 52 illustrate the play actionsurface, herein of offensive action cards 23. The play action surface 45is hereinshown as containing a graphics of a baseball player 46. Theyalso contain a baseball diamond logo 47 having an indication of a“runners” situation, herein a batter 48 at plate. These cards arefurther provided with a color-coded bar 49 to identify play action oflike categories for ease of card identification and play. They alsocontain a printed identification 50 of the rules which apply to the cardin question. In FIG. 52 the baseball diamond logo 47′ shows a differentsituation where there is a batter at plate and a runner on second baseand showing instructions of an offensive card that cannot be overruledby a defensive card as illustrated by reference character 50′.

It is within the ambit of the present invention to cover any obviousmodifications of the preferred embodiment described herein provided suchmodifications fall within the scope of the appended claims.

1. A baseball card game for play by two players or two player groupscomprising two card sets of a predetermined identical number of pitchcards and one card set of offensive action cards and one card set ofdefensive action cards, means to indicate the occurrence of a player“out”, and means to indicate “on-base” runner position and movement,each set of pitch cards having a minimum of two different pitchcategories identified on a play action surface of said pitch cards, oneof said categories based on ball speed and the other of said categoriesbased on ball trajectory, each card set of pitch cards further havingidentical pitch selections, said cards in said card set of offensiveaction cards including an identification on a play action surfacethereof of offensive plays of the game of baseball, said card set ofdefensive cards including an identification of defensive plays on a playaction surface thereof that overrule offensive plays, said pitch cardsrequiring a conscience play selection strategy of individual pitches bysaid two players or two player groups during a pitching sequence, saidoffensive and defensive action cards requiring a strategic playselection depending on cards held by said two players or two playergroups in relation to game situation.
 2. A baseball card game as claimedin claim 1 wherein said pitch cards based on ball speed include threedifferent types of speed pitches, a first type being a “fastballoutside”, a second type being a “fastball inside” and a third type beinga “slider”.
 3. A baseball card game as claimed in claim 2 wherein saidpitch cards based on ball trajectory include two different types ofpitches, a first type being a “slow curve” and a second type being a“change-up”.
 4. A baseball card game as claimed in claim 1 wherein saidcard set of offensive action cards and said card set of defensive actioncards are provided with identification means on a top surface thereto tovisually identify one card set from the other card set.
 5. A baseballcard game as claimed in claim 4 wherein said identification means is oneof a distinguishing color, logo or other type designation.
 6. A baseballcard game as claimed in claim 3 wherein said card set of offensiveaction cards comprise a plurality of “hit” cards and other offensiveplays which occur in a regular baseball game, said card set of defensiveaction cards comprising all defensive plays that occur in said regularbaseball game.
 7. A baseball card game as claimed in claim 6 whereinsaid card set of offensive and defensive action cards also comprise aplurality of “auxiliary pitch” cards which are intended for use in saidpitching sequence after certain pitches and can directly affect theoutcome of any player at bat.
 8. A baseball card game as claimed inclaim 7 wherein each said card set of offensive and defensive actioncards are comprised of forty cards, the maximum of seven of which areheld by each of said two players or two player groups, respectively. 9.A baseball card game as claimed in claim 7 wherein there are eight ofsaid “auxiliary pitch” cards in said set of offensive action cardscomprise four cards and namely a “foul ball” card, a “checked swing”card, a “hit by pitch” card and a “wild pitch” card.
 10. A baseball cardgame as claimed in claim 9 wherein there are eight of said “auxiliarypitch” cards in said set of defensive action cards are “over-ruling”cards and comprise four cards, namely a “foul tip” card, a “calledstrike” card, a “great scoop” card and a “great scoop and pick-off”card.
 11. A baseball card game as claimed in claim 1 wherein there isfurther provided three “out” cards for each of said two players or twoplayer groups to provide a record of “out” as said game progresses, said“out” cards constituting said means to indicate the occurrence of aplayer out at bat or running the bases.
 12. A baseball card game asclaimed in claim 1 wherein said means to indicate on-base runnerposition and movement is constituted by a game board having printed on aplaying surface thereof a baseball diamond, and markers associated withsaid game board and displaceable on said playing surface topredetermined print designations.
 13. A baseball card game as claimed inclaim 1 wherein said means to indicate on-base runner position andmovement is constituted by “on base” cards, said “on base” cardsindicating the position of an offensive one of said two players or twoplayer groups on bases of a baseball diamond.
 14. A baseball card gameas claimed in claim 1 wherein there are five of said pitch cards held byeach of said two players or two player groups during the duration ofsaid baseball card game.
 15. A baseball card game as claimed in claim 1wherein said play action surface of said pitch cards and said offensiveand defensive action cards are provided with a baseball diamond logohaving an indication of a “runners” situation and of the result of thematching of discarded cards by said two players or player groups.
 16. Abaseball card game as claimed in claim 15 wherein said play actionsurface of said offensive and defensive action cards are furtherprovided with color codes to identify play action of like categories forease of card identification and play.
 17. A method of playing a baseballcard game by two players or two player groups to simulate a real game ofbaseball and using card sets as claimed in claim 1, and in accordancewith a set of rules, said method comprising: i) determining which ofsaid two players or two player groups is an offensive or defensiveplayer for the start of the card game; ii) proceeding said pitchingsequence by each player or player group selecting a card from theirrespective card set of pitch cards, simultaneously, thereby simulating apitcher/hitter confrontation, said offensive player or player groupattempting to get hits, walks and runner on base to score runs, and saiddefensive player or player group attempting to get strikes and threeouts to end an inning; iii) selecting offensive and defensive actioncards from a deck of a predetermined number of action cards held by eachplayer sequentially after a first pitch card is discarded in an attemptto overrule a last discarded pitch card of said pitching sequence untilsaid offensive player or player group is “out” or gets on base; iv)recording the occurrence of said offensive player being “out”; v)recording base runner position and movement; vi) switching positions asdefensive and offensive player or player group after a “three out” endof inning situation; vii) regathering defensive and offensive actioncards at a predetermined event and shuffling all of said defensive andoffensive action cards in their respective decks; viii) selecting saidpredetermined number of defensive and offensive action cards,respectively, by said defensive and offensive designated player orplayer group, and proceeding with step (ii).
 18. A method as claimed inclaim 17 wherein said step (vii) comprises regathering all but two cardsper player or player groups of said defensive and offensive actioncards.
 19. A method as claimed in claim 17 wherein said step (vii)comprises regathering all of said defensive and offensive action cardsafter a fifth inning of play constituting said predetermined event andre-shuffling said action cards and distributing seven of said defensiveaction cards to said defensive player or player group and seven of saidoffensive action cards to said offensive player or player group.
 20. Amethod as claimed in claim 17 wherein there is further provided the stepof said defensive player or player group upon holding a “pitchingchange” card, having the option of discarding same whereby to discardall but two of said defensive action cards in his hand and select up tofive additional defensive action cards.
 21. A method as claimed in claim19 wherein said shuffling of said defensive action cards is effected bysaid offensive player or player group and said shuffling of saidoffensive action cards is effected by said defensive player or playergroup.
 22. A method as claimed in claim 17 wherein there is furtherprovided the step of removing a pitch card from his pitch card deck bysaid defensive player or player group in the top of a ninth inningsituation where said defensive player or player group is in apredetermined lead position and at the beginning of said pitchingsequence and with said play action surface of said card concealed; saiddefensive player or player group continuing said pitching sequence withonly four pitch cards to register three “outs”, and in the bottom of theninth inning said defensive player or player group, if in apredetermined lead position, must discard a pitch card and proceed aswith said previous defensive player or player group until said baseballcard game is won or tied to go into extra innings wherein both saidplayers use all of said pitch cards until one of said two players orplayer groups wins the game.